/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemTestAttributeSet.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Meta=(HideInDetailsView)) class UAbilitySystemTestAttributeSet : public [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet)
float
ArmorDamageReduction
float
CritChance
float
CritMultiplier
float
Damage
This Damage is just used for applying negative health mods. Its not a 'persistent' attribute.
float
DodgeChance
float
Health
float
LifeSteal
float
Mana
float
MaxHealth
NOTE ON MUTABLE: This is only done so thatUAbilitySystemTestAttributeSetcan be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places.
float
MaxMana
float
NoStackAttribute
float
PhysicalDamage
This Attribute is the actual physical damage for this actor.
float
SpellDamage
This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects
float
StackingAttribute1
float
StackingAttribute2
float
Strength